#include "Branch.h"

Branch::Branch(float x, float y, float z, TileType tileType, SpellType spell, bool coolDown, int nodeID, bool front, int rank):Tiles(x, y, z, tileType, spell)
{
	this->CoolDown = coolDown;
	this->nodeID = nodeID;
	this->front = front;
	this->rank = rank;
	this->isSpellTile = false;
	this->spellTile = 0;
	/*this->branchCenter = D3DXVECTOR3(32.0f, 32.0f, 0.0f);

	this->branchPos = D3DXVECTOR3(x, y, z);

	this->tileType = tileType;
	this->spell = spellType;

	setSpell();
	setBranchRect();*/
}



Branch::~Branch()
{}

int Branch::getNodeID()
{
	return nodeID;
}

bool Branch::isCoolDown()
{
	return this->CoolDown;
}

bool Branch::getFront()
{
	return this->front;
}

//everything below added 10/21/07 MJP
SpellTile* Branch::getSpellTile()
{
	return this->spellTile;
}

bool Branch::getIsSpellTile()
{
	return this->isSpellTile;
}

void Branch::setCoolDown(bool coolDown)
{
	this->CoolDown = coolDown;
}

Branch::Branch(float x, float y, float z, TileType tileType, SpellType spell, bool coolDown, int nodeID, bool front, int rank, bool spellTile, int spellID):Tiles(x, y, z, tileType, spell)
{
	this->CoolDown = coolDown;
	this->nodeID = nodeID;
	this->front = front;
	this->isSpellTile = true;
	this->spellTile = new SpellTile(rank, spellID);
}

int Branch::getRank()
{
	return this->rank;
}